Improve the code for interpolating fragment attributes a little. More to come...
[mesa.git] / src / mesa / swrast / s_aalinetemp.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /*
27 * Antialiased line template.
28 */
29
30
31 /*
32 * Function to render each fragment in the AA line.
33 * \param ix - integer fragment window X coordiante
34 * \param iy - integer fragment window Y coordiante
35 */
36 static void
37 NAME(plot)(GLcontext *ctx, struct LineInfo *line, int ix, int iy)
38 {
39 const SWcontext *swrast = SWRAST_CONTEXT(ctx);
40 const GLfloat fx = (GLfloat) ix;
41 const GLfloat fy = (GLfloat) iy;
42 #ifdef DO_INDEX
43 const GLfloat coverage = compute_coveragei(line, ix, iy);
44 #else
45 const GLfloat coverage = compute_coveragef(line, ix, iy);
46 #endif
47 const GLuint i = line->span.end;
48
49 (void) swrast;
50
51 if (coverage == 0.0)
52 return;
53
54 line->span.end++;
55 line->span.array->coverage[i] = coverage;
56 line->span.array->x[i] = ix;
57 line->span.array->y[i] = iy;
58
59 /*
60 * Compute Z, color, texture coords, fog for the fragment by
61 * solving the plane equations at (ix,iy).
62 */
63 #ifdef DO_Z
64 line->span.array->z[i] = (GLuint) solve_plane(fx, fy, line->zPlane);
65 #endif
66 #ifdef DO_FOG
67 line->span.array->attribs[FRAG_ATTRIB_FOGC][i][0] = solve_plane(fx, fy, line->fPlane);
68 #endif
69 #ifdef DO_RGBA
70 line->span.array->rgba[i][RCOMP] = solve_plane_chan(fx, fy, line->rPlane);
71 line->span.array->rgba[i][GCOMP] = solve_plane_chan(fx, fy, line->gPlane);
72 line->span.array->rgba[i][BCOMP] = solve_plane_chan(fx, fy, line->bPlane);
73 line->span.array->rgba[i][ACOMP] = solve_plane_chan(fx, fy, line->aPlane);
74 #endif
75 #ifdef DO_INDEX
76 line->span.array->index[i] = (GLint) solve_plane(fx, fy, line->iPlane);
77 #endif
78 #ifdef DO_SPEC
79 line->span.array->spec[i][RCOMP] = solve_plane_chan(fx, fy, line->srPlane);
80 line->span.array->spec[i][GCOMP] = solve_plane_chan(fx, fy, line->sgPlane);
81 line->span.array->spec[i][BCOMP] = solve_plane_chan(fx, fy, line->sbPlane);
82 #endif
83 #if defined(DO_TEXVAR)
84 ATTRIB_LOOP_BEGIN
85 GLfloat (*attribArray)[4] = line->span.array->attribs[attr];
86 GLfloat invQ;
87 if (ctx->FragmentProgram._Active) {
88 invQ = 1.0F;
89 }
90 else {
91 invQ = solve_plane_recip(fx, fy, line->vPlane[attr]);
92 }
93 attribArray[i][0] = solve_plane(fx, fy, line->sPlane[attr]) * invQ;
94 attribArray[i][1] = solve_plane(fx, fy, line->tPlane[attr]) * invQ;
95 attribArray[i][2] = solve_plane(fx, fy, line->uPlane[attr]) * invQ;
96 if (attr < FRAG_ATTRIB_VAR0) {
97 const GLuint unit = attr - FRAG_ATTRIB_TEX0;
98 line->span.array->lambda[unit][i]
99 = compute_lambda(line->sPlane[attr],
100 line->tPlane[attr], invQ,
101 line->texWidth[attr], line->texHeight[attr]);
102 }
103 ATTRIB_LOOP_END
104 #endif
105
106 if (line->span.end == MAX_WIDTH) {
107 #if defined(DO_RGBA)
108 _swrast_write_rgba_span(ctx, &(line->span));
109 #else
110 _swrast_write_index_span(ctx, &(line->span));
111 #endif
112 line->span.end = 0; /* reset counter */
113 }
114 }
115
116
117
118 /*
119 * Line setup
120 */
121 static void
122 NAME(line)(GLcontext *ctx, const SWvertex *v0, const SWvertex *v1)
123 {
124 SWcontext *swrast = SWRAST_CONTEXT(ctx);
125 GLfloat tStart, tEnd; /* segment start, end along line length */
126 GLboolean inSegment;
127 GLint iLen, i;
128
129 /* Init the LineInfo struct */
130 struct LineInfo line;
131 line.x0 = v0->win[0];
132 line.y0 = v0->win[1];
133 line.x1 = v1->win[0];
134 line.y1 = v1->win[1];
135 line.dx = line.x1 - line.x0;
136 line.dy = line.y1 - line.y0;
137 line.len = SQRTF(line.dx * line.dx + line.dy * line.dy);
138 line.halfWidth = 0.5F * ctx->Line._Width;
139
140 if (line.len == 0.0 || IS_INF_OR_NAN(line.len))
141 return;
142
143 INIT_SPAN(line.span, GL_LINE, 0, 0, SPAN_XY | SPAN_COVERAGE);
144
145 line.xAdj = line.dx / line.len * line.halfWidth;
146 line.yAdj = line.dy / line.len * line.halfWidth;
147
148 #ifdef DO_Z
149 line.span.arrayMask |= SPAN_Z;
150 compute_plane(line.x0, line.y0, line.x1, line.y1,
151 v0->win[2], v1->win[2], line.zPlane);
152 #endif
153 #ifdef DO_FOG
154 line.span.arrayMask |= SPAN_FOG;
155 compute_plane(line.x0, line.y0, line.x1, line.y1,
156 v0->fog, v1->fog, line.fPlane);
157 #endif
158 #ifdef DO_RGBA
159 line.span.arrayMask |= SPAN_RGBA;
160 if (ctx->Light.ShadeModel == GL_SMOOTH) {
161 compute_plane(line.x0, line.y0, line.x1, line.y1,
162 v0->color[RCOMP], v1->color[RCOMP], line.rPlane);
163 compute_plane(line.x0, line.y0, line.x1, line.y1,
164 v0->color[GCOMP], v1->color[GCOMP], line.gPlane);
165 compute_plane(line.x0, line.y0, line.x1, line.y1,
166 v0->color[BCOMP], v1->color[BCOMP], line.bPlane);
167 compute_plane(line.x0, line.y0, line.x1, line.y1,
168 v0->color[ACOMP], v1->color[ACOMP], line.aPlane);
169 }
170 else {
171 constant_plane(v1->color[RCOMP], line.rPlane);
172 constant_plane(v1->color[GCOMP], line.gPlane);
173 constant_plane(v1->color[BCOMP], line.bPlane);
174 constant_plane(v1->color[ACOMP], line.aPlane);
175 }
176 #endif
177 #ifdef DO_SPEC
178 line.span.arrayMask |= SPAN_SPEC;
179 if (ctx->Light.ShadeModel == GL_SMOOTH) {
180 compute_plane(line.x0, line.y0, line.x1, line.y1,
181 v0->specular[RCOMP], v1->specular[RCOMP], line.srPlane);
182 compute_plane(line.x0, line.y0, line.x1, line.y1,
183 v0->specular[GCOMP], v1->specular[GCOMP], line.sgPlane);
184 compute_plane(line.x0, line.y0, line.x1, line.y1,
185 v0->specular[BCOMP], v1->specular[BCOMP], line.sbPlane);
186 }
187 else {
188 constant_plane(v1->specular[RCOMP], line.srPlane);
189 constant_plane(v1->specular[GCOMP], line.sgPlane);
190 constant_plane(v1->specular[BCOMP], line.sbPlane);
191 }
192 #endif
193 #ifdef DO_INDEX
194 line.span.arrayMask |= SPAN_INDEX;
195 if (ctx->Light.ShadeModel == GL_SMOOTH) {
196 compute_plane(line.x0, line.y0, line.x1, line.y1,
197 v0->index, v1->index, line.iPlane);
198 }
199 else {
200 constant_plane(v1->index, line.iPlane);
201 }
202 #endif
203 #if defined(DO_TEXVAR)
204 {
205 const GLfloat invW0 = v0->win[3];
206 const GLfloat invW1 = v1->win[3];
207 line.span.arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA | SPAN_VARYING);
208 ATTRIB_LOOP_BEGIN
209 const GLfloat s0 = v0->attrib[attr][0] * invW0;
210 const GLfloat s1 = v1->attrib[attr][0] * invW1;
211 const GLfloat t0 = v0->attrib[attr][1] * invW0;
212 const GLfloat t1 = v1->attrib[attr][1] * invW1;
213 const GLfloat r0 = v0->attrib[attr][2] * invW0;
214 const GLfloat r1 = v1->attrib[attr][2] * invW1;
215 const GLfloat q0 = v0->attrib[attr][3] * invW0;
216 const GLfloat q1 = v1->attrib[attr][3] * invW1;
217 compute_plane(line.x0, line.y0, line.x1, line.y1, s0, s1, line.sPlane[attr]);
218 compute_plane(line.x0, line.y0, line.x1, line.y1, t0, t1, line.tPlane[attr]);
219 compute_plane(line.x0, line.y0, line.x1, line.y1, r0, r1, line.uPlane[attr]);
220 compute_plane(line.x0, line.y0, line.x1, line.y1, q0, q1, line.vPlane[attr]);
221 if (attr < FRAG_ATTRIB_VAR0) {
222 const GLuint u = attr - FRAG_ATTRIB_TEX0;
223 const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current;
224 const struct gl_texture_image *texImage = obj->Image[0][obj->BaseLevel];
225 line.texWidth[attr] = (GLfloat) texImage->Width;
226 line.texHeight[attr] = (GLfloat) texImage->Height;
227 }
228 ATTRIB_LOOP_END
229 }
230 #endif
231
232 tStart = tEnd = 0.0;
233 inSegment = GL_FALSE;
234 iLen = (GLint) line.len;
235
236 if (ctx->Line.StippleFlag) {
237 for (i = 0; i < iLen; i++) {
238 const GLuint bit = (swrast->StippleCounter / ctx->Line.StippleFactor) & 0xf;
239 if ((1 << bit) & ctx->Line.StipplePattern) {
240 /* stipple bit is on */
241 const GLfloat t = (GLfloat) i / (GLfloat) line.len;
242 if (!inSegment) {
243 /* start new segment */
244 inSegment = GL_TRUE;
245 tStart = t;
246 }
247 else {
248 /* still in the segment, extend it */
249 tEnd = t;
250 }
251 }
252 else {
253 /* stipple bit is off */
254 if (inSegment && (tEnd > tStart)) {
255 /* draw the segment */
256 segment(ctx, &line, NAME(plot), tStart, tEnd);
257 inSegment = GL_FALSE;
258 }
259 else {
260 /* still between segments, do nothing */
261 }
262 }
263 swrast->StippleCounter++;
264 }
265
266 if (inSegment) {
267 /* draw the final segment of the line */
268 segment(ctx, &line, NAME(plot), tStart, 1.0F);
269 }
270 }
271 else {
272 /* non-stippled */
273 segment(ctx, &line, NAME(plot), 0.0, 1.0);
274 }
275
276 #if defined(DO_RGBA)
277 _swrast_write_rgba_span(ctx, &(line.span));
278 #else
279 _swrast_write_index_span(ctx, &(line.span));
280 #endif
281 }
282
283
284
285
286 #undef DO_Z
287 #undef DO_FOG
288 #undef DO_RGBA
289 #undef DO_INDEX
290 #undef DO_SPEC
291 #undef DO_TEXVAR
292 #undef NAME